1<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> 2<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en-US" lang="en-US"> 3<!-- InstanceBegin template="/Templates/default_template.dwt" codeOutsideHTMLIsLocked="false" --> 4<head> 5<meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> 6<meta http-equiv="Content-Style-Type" content="text/css" /> 7<!-- InstanceBeginEditable name="CSS の相対パス指定" --> 8<link href="../../../../../common/manual.css" rel="stylesheet" type="text/css" /> 9<script type="text/javascript" src="../../../../../common/ibox.js"></script> 10<!-- InstanceEndEditable --> <!-- InstanceBeginEditable name="ページのタイトル" --> 11<title>Standard Mode Textures</title> 12<!-- InstanceEndEditable --> 13</head> 14<body> 15<div> 16 <div class="body"> <!-- InstanceBeginEditable name="本文のタイトル" --> 17 <h1>Textures</h1> 18 <!-- InstanceEndEditable --> <!-- InstanceBeginEditable name="本文" --> 19 <p>This page describes features that can be set on the Textures tab in standard mode.</p> 20 <h2>Texture Tab Settings and Features</h2> 21 <p>The settings and features of the <B>Texture</B> tab (<B>Standard</B> mode) on the material <B>Properties</B> panel are described here.</p> 22 <a href="assets/standard_texture.png" rel="ibox" title="Click the image to enlarge"><img class="ui_thumb" src="assets/standard_texture.png" alt="Texture"/></a> 23 <table class="space"> 24 <tr> 25 <th><em>A</em></th> 26 <td class="td_color"><a href="#texture_allotment">Texture assignments</a></td> 27 <td>Select texture and coordinator combinations from the pull-down menu.</td> 28 </tr> 29 <tr> 30 <th><em>B</em></th> 31 <td class="td_color"><a href="#texture_tab">Texture List</a></td> 32 <td>Settings for textures attached to a material are gathered together on separate tabs. <br /> When adding a texture using <B>Add</B>, tabs for Textures 0 through 2 are added.</td> 33 </tr> 34 </table> 35 <a name="texture_allotment" id="texture_allotment"></a> 36 <h3>Texture assignments</h3> 37 <p>Select texture and coordinator combinations from the pull-down menu.</p> 38 <img src="assets/standard_texture03.png" alt="Texture Assignments (Standard Mode)"/> 39 <p>When assigning a coordinator to a texture number, the numeric value located below that texture number indicates the number of the coordinator to be used.</p> 40 <p>Taking the above figure as an example, if coordinator combinations are set to <em>0 1 2 0</em>, they will be combined with texture numbers as follows.</p> 41 <ul> 42 <li>Texture numbers: 0 = Use Coordinator 0</li> 43 <li>Texture numbers: 1 = Use Coordinator 1</li> 44 <li>Texture numbers: 2 = Use Coordinator 2</li> 45 <li>Texture numbers: Proc = Use Coordinator 0 (procedural textures have not been implemented yet)</li> 46 </ul> 47 <a name="texture_tab" id="texture_tab"></a> 48 <h3>Texture List</h3> 49 <p>Settings for textures attached to a material are gathered together on separate tabs.</p> 50 <p>When adding a texture using <B>Add</B>, tabs for Textures 0 through 2 are added.</p> 51 <h4>Image</h4> 52 <p>You can attach a texture loaded into CreativeStudio to a material by selecting that texture.</p> 53 <img src="assets/standard_texture01.png" alt="Texture Image (Standard Mode)"/> 54 <p>Displays information such as the format and pixel size of the attached texture.</p> 55 <h4>Texture coordinators</h4> 56 <p>You can use a texture coordinator to set the texture mapping method and the UV coordinate scale, rotate, and translate.</p> 57 <p class="hint">Up to three texture coordinators can be used. <br /> The number of UVs set in the intermediate file output from a 3DCG tool is automatically decreased.</p> 58 <img src="assets/standard_texture02.png" alt="Texture Coordinator for a Texture (Standard Mode)"/> 59 <p>Textures that share a coordinator can be changed by making selections under <B>Texture assignments</B>.</p> 60 <p class="hint_warn">Caution:<br /> Due to the hardware specifications, only the UV coordinates of Texture coordinator 0 can be displayed accurately.<br /> The UV coordinates of Texture coordinator 1 displays distorted.<br /> Texture coordinator 2 cannot be used for UV coordinates.</p> 61 <a name="mapping_method" id="mapping_method"></a> 62 <h5>Mapping method</h5> 63 <p>Selects the mapping method from a pull-down menu.</p> 64 <p>For details on the types of mapping methods, click <a href="../../../../../user_guide/texture/texture_mapping/index.html">here</a>.</p> 65 <table> 66 <thead> 67 <tr> 68 <th>Mapping method</th> 69 <th>Description</th> 70 </tr> 71 </thead> 72 <tbody> 73 <tr> 74 <th>Texture coordinates</th> 75 <td>Selects a mapping method that uses texture coordinates. <br /> This also specifies a UV set when texture coordinates have been selected.</td> 76 </tr> 77 <tr> 78 <th>Camera cube coordinates</th> 79 <td>Selects the use of texture coordinates generated by the texel process based on normal vector information for the polygon model loaded from the vertex buffer. <br /> This allows expressions where the surrounding scenery is reflected when the viewpoint is changed by referencing a single texture image that includes image information for each of the six directions surrounding the polygon model.</td> 80 </tr> 81 <tr> 82 <th>Camera sphere coordinates</th> 83 <td>Selects the use of texture coordinates generated by the texel process based on normal vector information for the polygon model loaded from the vertex buffer. <br /> This allows expressions where the surrounding scenery is reflected by referencing a single image that should be reflected by a polygon model.</td> 84 </tr> 85 <tr> 86 <th>projection</th> 87 <td>Selects the use of texture coordinates generated by the texel process based on vertex coordinates for the polygon model loaded from the vertex buffer. <br /> All texture coordinates generated are mapped within a range of 0.0 and 1.0 in both the U and V directions.</td> 88 </tr> 89 </tbody> 90 </table> 91 <p class="hint_warn">Caution:<br /> The camera sphere coordinate system has changed beginning from version 0.8.0.<br /> ・ Version series 0.7 Perspective Projection camera <br /> ・Version 0.8.0: Orthogonal Projection camera<br />Note that because of this change, sphere environment mapping looks different than it did in versions up through CreativeStudio Version 0.7.</p> 92 <h6>projection</h6> 93 <p>Sets the camera number added on the scene environment <B>Properties</B> panel for the enabled camera number to use for projection when projection is selected as the mapping method.</p> 94 <img src="assets/standard_texture06.png" alt="Texture Coordinator for a Texture (Standard Mode)"/> 95 <p>Note that settings are not applied if a camera is not selected on the scene environment <B>Properties</B> panel.</p> 96 <p>For details on the scene environment <B>Properties</B> panel, click <a href="../../../../tool_panel/drawing_environment_panel/index.html">Here</a>.</p> 97 <h4>Tiling</h4> 98 <p>Texture tiling can be selected using a pull-down under CreativeStudio.</p> 99 <img src="assets/standard_texture04.png" alt="Texture Repeat Settings (Standard Mode)"/> 100 <p>The following four tiling methods are available. Settings can be made in both the U and V directions.</p> 101 <table> 102 <thead> 103 <tr> 104 <th>Tiling Methods</th> 105 <th>Description</th> 106 </tr> 107 </thead> 108 <tbody> 109 <tr> 110 <th>Repeat</th> 111 <td>Repeats the texture.</td> 112 </tr> 113 <tr> 114 <th>Mirror</th> 115 <td>Repeatedly mirrors the texture.</td> 116 </tr> 117 <tr> 118 <th>Clamp</th> 119 <td>Extends the color at the edge of a texture.</td> 120 </tr> 121 <tr> 122 <th>Clamp border color</th> 123 <td>Fills the region outside the texture area with the specified border color.</td> 124 </tr> 125 </tbody> 126 </table> 127 <h4>Filtering</h4> 128 <p>From the pull-down menu, select and set the filtering to use when mapping textures.</p> 129 <p>Filter settings can also be made when using mipmapping.</p> 130 <img src="assets/standard_texture05.png" alt="Texture Filter Settings (Standard Mode)"/> 131 <p>The following two filter settings are available. Either can be set for enlargement or reduction.</p> 132 <table> 133 <thead> 134 <tr> 135 <th>Filtering</th> 136 <th>Description</th> 137 </tr> 138 </thead> 139 <tbody> 140 <tr> 141 <th>Nearest</th> 142 <td>Corresponding pixels are strictly referenced without interpolation during pixel color determination. <br /> This causes each texel to be displayed boldly.</td> 143 </tr> 144 <tr> 145 <th>Linear</th> 146 <td>Neighboring texel colors are interpolated during pixel color determination. <br /> This causes the texture image to be displayed smoothly.</td> 147 </tr> 148 </tbody> 149 </table> 150 <h5>Mipmapping</h5> 151 <p>Allows the LOD minimum level and LOD bias to be set.</p> 152 <!-- InstanceEndEditable --> </div> 153 <div class="footer" /> 154</div> 155<hr><p>CONFIDENTIAL</p></body> 156<!-- InstanceEnd --> 157</html>